Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
-30% Attack Travel Time
+40% Birth Rate
+30% Building Credits
+30% Specialist Training Credits
+10% Own casualities when attacking
+10% Own casualities when defending
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (15, 6) | 1,450gc | 8.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Greater Protection, Fanaticism and Bloodlust
Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.
The next attack will automatically succeed, and suffer no offensive losses. In addition, gains and losses will be reduced based on offense sent compared to defense of the target.
12 Utopian Days
Until use or tick.
+15% Combat Instant Spell Damage
+15% Wizards Per Acre (WPA)
-50% Offensive Spell Rune Cost
+1% Extra Mana Per Tick
+25% Military Wages
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 10) | |||
Drows | (12, 9) | 1,350gc | 8.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Mage's Fury, Chastity and Blizzard
Dark Elves draw on dark forces to channel a powerful burst of energy, allowing them a chance to unleash a secondary, high-impact effect.
When activated, there is a 20% chance to cast successful offensive spells again at no mana cost for the next 6 Days.
12 Utopian Days
3 Utopian Days
+5 War Horse Capacity Per Acre
+15% Birth Rate
+6 Food Bushels Created Every 2 Acres
+6 GC Created Every 2 Acres
+4 Runes Created Every 2 Acres
+1 War Horses generated every 10 acres
+25% Draft Rate
+15% Attack Travel Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 10) | |||
Will O The Wisps | (18, 2) | 1,800gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Fanaticism, Bloodlust and Fog
Dryads wield the ancient power of the forest, extending their enchanted roots deep into enemy lands. With each successful attack, these roots sap the vitality of their foes, leaving devastation in their wake as they drain the very life essence of entire populations.
On successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1% of their entire population.
+6 Runes Produced each acre of Guilds
+25% Wizards Per Acre (WPA)
+50% Self-Spell Duration
+25% Thievery Per Acre (TPA)
Runes do not decay
Train Thieves with Credits
-5% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Magicians | (10, 0) | |||
Druids | (0, 10) | |||
Beastmasters | (5, 12) | 1,975gc | 7.25 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Greater Protection, Fanaticism, Amnesia, Animate Dead, Blizzard, Bloodlust, Chastity, Fools Gold, Ghost Workers, Gluttony, Greater Protection, Heroes Inspiration, Invisibility, Mage's Fury, Mystic Aura, Quick Feet, Town Watch, Tree of Gold, Guile and Nightmare
Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.
Mystic Vortex will remove all spells on the target.
+15% Max Population
+15% Sabotage Damage
+15% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
-15% Birth Rate
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Strongarms | (10, 0) | |||
Slingers | (0, 10) | |||
Brutes | (9, 9) | 900gc | 7.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Town Watch and Invisibility
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
Upon activation, all Thievery losses on operations are zero until next day.
12 Utopian Days
Until use or tick.
+15% Science Effectiveness
Espionage is always successful with double stealth
Income Penalty Protection
+25% Military Training Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (12, 8) | 1,450gc | 8.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Revelation and Quick Feet
Humans excel in diplomacy, allowing them to negotiate favorable outcomes.
Upon activation, an additional extreme activity bonus is provided.
12 Utopian Days
Instant
+20% Battle Gains
-100% Draft Cost
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
-20% Wizards Per Acre (WPA)
-20% Thievery Per Acre (TPA)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 3) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (16, 3) | 1,400gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Aggression, Heroes Inspiration and Reflect Magic
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 15% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
-100% Food Consumption
-50% Own casualities when attacking
Always Carries and is Immune to the Plague
Convert Specialists into Elites on Attack
+10% Battle Losses
Can't Train Elites
Can't use Hospitals
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Skeletons | (10, 0) | |||
Zombies | (0, 10) | |||
Ghouls | (18, 6) | 5,000gc | 9.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Nightmare, Animate Dead and Ghost Workers
Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.
+25% Land Effect - Guilds
+10% Barracks Effectiveness
+10% Castle Effectiveness
+10% Hospital Effectiveness
+10% Training Grounds Effectiveness
+15% Science Book Production
Own attacks gains have a 1 in 5 chance to increase +15-35%
Own Sabotage and Insant spell damage will range from -10% to +30%
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
Elite gets +3 offensive strength
1 in 15 chance an attack will automatically fail
Nightmare, Guile, Magic Ward, Invisibility and Tree of Gold
Propaganda
Greater Arson
-15% Attack Travel Time
+50% Castle Effectiveness
+50% Watch Tower Effectiveness
+1 Army generals
+15% Military Science Books Produced
-35% Military Training Time
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
Elite gets +3 offensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Wrath, Illuminate Shadows and Fountain of Knowledge
Steal War Horses
+10% Income
+50% Forts Effectiveness
+50% Hospital Effectiveness
+25% Science Book Production
Self Spell Mana Cost Reduced by 1
Can cast Support spells on Kingdom mates
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +2 offensive strength
Scientific Insight, Divine Shield, Mist, Greater Protection and Salvation
Greater Arson
+20% Barracks Effectiveness
+20% Training Grounds Effectiveness
+10% Arcane Arts Science Books Produced
+10% Economy Science Books Produced
+20% Sabotage Damage
+50% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Prisoners convert into Thieves over time
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +3 offensive strength
+1000 Starting Thieves
Mist, Quick Feet, Invisibility and Bloodlust
Greater Arson
Steal War Horses
Subdue Wizards
+150% Land Effect - Guilds
+25% Arcane Arts Science Books Produced
+75% Thieves' Den Effectiveness
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
Convert Specialists into Elites on Attack
Elite gets +4 defensive strength
Access all Thievery Operations
+2000 Starting Thieves
+2000 Starting Wizards
Sloth, Pitfalls, Fools Gold, Blizzard and Mind Focus
+75% Land Effect - Guilds
+20% Combat Instant Spell Damage
+20% Castle Effectiveness
+20% Training Grounds Effectiveness
-25% Rune Cost (excluding Ritual)
+10% Arcane Arts Science Books Produced
+10% Military Science Books Produced
+2% Extra Mana Per Tick
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +3 offensive strength
+1000 Starting Wizards
Mage's Fury, Bloodlust, Meteor Showers and Chastity
Subdue Wizards
+15% Enemy casualities when attacking
+15% Enemy casualities when defending
+50% Barracks Effectiveness
+50% Training Grounds Effectiveness
+10% Offensive Military Efficiency
+25% Military Science Books Produced
Convert Specialists into Elites on Attack
Elite gets +4 offensive strength
+1000 Starting Elites
Aggression, War Spoils and Fanaticism
Here is the effects of all possible rituals.
Ascendency | +100% Wizard Production, -50% Wizard Losses on Failed Spells, -10% Military Effectiveness |
---|---|
Affluent | Income +10%, -20% Draft Cost and Draft Speed +20% |
Barrier | -25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA |
Benediction | +15% BE, +50% pop growth, +10% Flat Rate Building Production |
Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production |
Expropriation | +15% combat gains, +15% Honor gains, +20% Specialist and Build credits |
Fleetfoot | -10% Attack time, -10% Offensive Military Casualties |
Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15% |
Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
Stalwart | +10% Defensive Military Efficiency (DME) & -10% Defensive Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
Aggressive | +10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties |
Defensive | +10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME |
Noble | +50 effects from honor, +20% honor gained, +20% Build Construction Cost and Time, +25% Wages |
Here are the effects of all possible dragons.
Amethyst | -20% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 3 ticks |
---|---|
Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
Ruby | -12.5% Military Efficiency, +30% Military Wages, Lose 30% of new drafted Soldiers |
Sapphire | -30% Wizard Effectiveness (WPA) and Thievery (TPA) Effectiveness, +25% Instant Spell and Sabotage Damage taken, and -25% Instant Spell Damage and Sabotage Damage |
Topaz | -30% Building Efficiency, -25% Income, destroys 6% of buildings instantly and every 3 ticks thereafter |